[Sgdc] Platformer Physics: Jump Input Buffering

Kenny Goff goff.kenneth at gmail.com
Fri Apr 5 09:13:28 EDT 2013

Another useful article<http://www.gamedev.net/page/resources/_/technical/game-programming/the-guide-to-implementing-2d-platformers-r2936>
platformers that came out 9 minutes after I sent this last one.

On Thu, Apr 4, 2013 at 7:51 PM, Kenny Goff <goff.kenneth at gmail.com> wrote:

> Sometimes (a lot of the time), tweaking controls or physics slightly make
> or break user experience, immersion and smooth gameplay. This article<http://kpulv.com/106/Jump_Input_Buffering/>by Kyle Pulver on platformer jumping is a great example. Basically, allow
> the user to press the "jump" button slightly before landing on the ground,
> and still consider it a jump. You might not realize or think about this
> when making your first games, but the earlier you learn to notice small
> improvements like this the better.
> Make Games,
> Kenny
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